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Screenshot Thread - Page 84
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Screenshot Thread

Started by :), March 09, 2007, 03:49:58 AM

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Pokey





Uploaded with ImageShack.us
how are there?
good? ;D
bad? :(
ok? :P

Zylos

The house there looks rather off. The windows in the left roofing have the tiles the wrong way, and the walls for the right half all have edges in between them as though it's actually three separate houses.




modern algebra

The first map is bad. Not only is it way too straight and boxy for any natural waterway, but there are some serious height errors with the cliffs. In particular, the ledges on the cliffs (the symmetric ones) should have as many cliff tiles as there are straight up to look right. And the waterfall. The top body of water is assumedly supposed to be at the same level as the tall cliffs. How can the waterfall then fall four tiles and be at the same level as the ground, which is nine or ten tiles lower than the cliff? And then how can there be an additional four tile waterfall when the same level of grass is adjacent to both the upper and lower body of water?

Read Rule #1 and Rule #4 - http://rmrk.net/index.php/topic,13769.0.html

The second map is fine, but it could use a little more randomness and a little more clutter. It's a bit too empty. Also, you have some weird wall errors in the upper right part. Some sections are missing, some of the walls aren't right, and a couple of the walls are too tall or extend below where the wall just curved.

The third map is also not great. Besides what Zylos has said about the roof windows, the wall windows are missing their top half. Also, what is with the tiny fenced section and the random barrels scattered everywhere. Nature is random, but humans aren't.

Sorry if I sound a little harsh, but you shouldn't be making tile errors. Anyway, just keep at the mapping stuff and you will eventually become a better mapper.

Pokey

#2078
 :tpg: :tpg: :tpg: :tpg:
emotions set aside i think you're right
but these were one of my first maps i forgot to add edges on the top-right
corner of the 2nd one too
after i make new maps I'll post more
:P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P

Ryosis

Trying my hand once more at mapping with Photoshop. This likely won't be used for anything, but I'd like some feedback on technique, etc. And yes, I am aware of a tiling error or two. Look past those please.

Eddard Stark art by Teiiku

Grafikal

That's pretty cool. I like that tileset but those cliffs are pissing me off. I know tiles are repetitive but using the same corner pieces like that all uniform looks bad. imho

Ryosis

Yeah, that's more of a limitation with the tileset. The corner pieces are all I have to work with, and I'm not entirely sure how to fix them without creating a new tile. (Spriting is not my forte.)
Eddard Stark art by Teiiku

Irock

You don't have a straight piece? You're supposed to use a combination of straight pieces and corner pieces to add variation and make it look more natural.

Countdown

Here's just a couple that I've been working on. Feedback please.
[spoiler]





[/spoiler]

Gracie

They're nice, if a little dark. The busyness of the screenshots plus the screen filter makes it hard to see :/

But's its still coo!


Sashikinaroji

I think that what you are trying to go for with that darkened screen is either nighttime or a more retro/less colorful feel...

If you want the former, use a blue overlay, that works wonders.

For the latter, I would suggest a reddish or orange tinge...

Of course, you have to experiment to find the best layer style... If you have photoshop or Sai (which is free to try) you could give them a shot so you don't have to keep replaying your game to see the results...
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

CodeMaster

What tiles are you using it looks like some Mack tiles, some RTP tiles, and some I have never seen

[spoiler]


[/spoiler]
[spoiler]John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life[/spoiler]

Countdown

I've used a variety of tons that I have found and made myself a complete custom tileset (tiles A- E). Most are from mack, and some are just random chunks that I found and have no idea who made.

CodeMaster

Ohhh I see no wonder I had never seen them if you made parts your self

[spoiler]


[/spoiler]
[spoiler]John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life[/spoiler]

EvilM00s

:tinysmile:

IAMFORTE

Nice : ) but the squareish grass kidna makes me sad, and i don't like the tombstones randomly surrounded by small bits of grass , it looks unnatural

kboom

The diamond sign in the top left corner is partly transparent

Grafikal

You're an idiot ChodeMaster. I cannot even truly begin to describe. At least you tried to be constructive.

Irock

Moose:

The square tall grass everywhere is unnatural. Break it up some.

The farms seem to be too perfect and repetitive.

Those highly saturated red plants and frozen looking blue ones look.. awful. I don't know where you got them, but you shouldn't use them.

That highly saturated blue roof looks bad as well.

The holes and cracks you used on that roof are for walls. I can tell and it looks silly.

That middle section that sticks out on the building in the middle left area of the map is really strange.

Your grass is bare in many areas. Try adding some weeds or bushes or rocks or something.

You should never put tall grass over a casted building shadow unless you're removing it with a script.

Grafikal

#2094
I don't have a whole lot to add but to give you a tip on laying the grass down. I agree with Irock that it's pretty unnatural, or at least looks really odd to have large rectangular chunks of grass seen at this distance but it's probably not as noticeable in game. Anyways, my tip is to use the Shift button when laying grass along the tiles just up one from the roofs of buildings and things that would be higher than the actual ground. Cause as it stands, it looks like the grass was mowed behind the houses up to where you can actually see the grass from our perspective. If you hold Shift in for those top tiles and a couple on the sides of the buildings it'll appear better. Notice how you accidentally did this with the chapel building in the upper right corner. That shows depth. That's what I'm talkin' about. I'm redundant. I know. haha




Oh, and try laying the grass down before the trees. The trees can sit upon the grass. Sometimes it looks odd when the trees are just avoiding the grass haha.

tSwitch

Moos: the destroyed house looks remarkably bright for being derelict.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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Acolyte

A town.
[spoiler][/spoiler]

MagitekElite

That is absolutely lovely looking, Acolyte. I'm not a master mapper and I could be wrong, but I feel there should be more grass...?

Again, I'm no master, so feel free to ignore me xD
Winter is Coming


Acolyte

Quote from: MagitekElite on December 05, 2010, 06:07:02 AM
That is absolutely lovely looking, Acolyte. I'm not a master mapper and I could be wrong, but I feel there should be more grass...?

Again, I'm no master, so feel free to ignore me xD

Nah, it's a valid observation. I was thinking it was a little too empty.

Strak

I'm just noticing a few things, minor enough, and I'm no expert, but the left part of the bridges on the left half of the screen seem to be a bit far inland, and the streams narrow at certain points that looks a little unnatural. I could be an idiot, however, because I know nothing of nature, and those bridges are probably just fine, but it's just a few things I noticed.

Gods ain't gonna help ya son...